Most modern open worlds have the exact blueprint.
You know the drill—epic fantasy peaks on the horizon, cities that seem more like out-of-proportion theme parks and fast-travel icons scattered about to keep the pace fast.
Not all of it is bad—some of those worlds are absolutely stunning. But Kingdom Come: Deliverance 2 shows there's a better way to do it—a quieter, more grounded, and arguably more immersive way to build a game world.
Warhorse Studios didn't go for dramatic cliff views or extravagant fantasy settings to impress the players. They went for something real instead. KCD2's countryside feels genuinely lived-in, unlike a digital map built to amaze.
The visuals aren't the only thing; the way the landscape flows between thickets, clearings, muddy trails, and farmland adds an authenticity most big-budget games don't bother with. The world feels real, like it doesn't shout for your attention but wins it over time.
This new design philosophy changes the game entirely. In KCD2, wandering through a forest actually feels worth it. It's reflective, and you aren't rushed to the next dopamine hit every 12 seconds—you have space to exist.
I've been deliberately avoiding fast travel, choosing to walk or ride and absorb the surroundings. It's not every day you find a game where the journey is as rewarding as the destination. Part of why this works is how Warhorse went all-in on realism.
They didn't overdo it. You won't have to deal with feeding your horse or bathroom breaks, but the world's authenticity shines through systems like food rot, dirt on your clothes, and social class tension.
With the landscapes so naturally arranged and reflecting the forests and farmlands of Central Europe, realism is felt in every pixel. Even players from rural areas outside the Czech Republic have said the game feels like home.
KCD2 also benefits from a smaller, tighter map. Instead of massive regions stitched together with loading screens or obscuring cliffs, the world here flows. Settlements feel logically connected. You can see the bond between villages as you ride from one to the other.
In turn, you remember where things are. You remember who lives where. You get a sense of geography that few AAA games ever deliver. The smoothness of it all makes it all the more impressive. KCD2 is a technically polished game that is not bloated in size. It performs smoothly on mid-range setups while still delivering a visually stunning world.
There are no glowing quest markers at every turn or towers thrown in just to clutter the map. You could end up finding an abandoned cabin in the woods or notice a patch of herbs near a riverbank. It's not that the world is empty, but it doesn't need to be a clamor. This is the kind of world that I don't want to rush through.
A game where I end up lost in sunsets over fields of wheat or the soothing sound of wind through the meadows. In an industry where an open world often means "make it bigger," Warhorse proved that better works way better.
They kept things grounded with restraint, realism, and respect for the land, making it way more interesting than the usual spectacle.
Sometimes, less is more when it comes to standing out, and KCD2 shows us just that.